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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Animation
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UAnimationAsset
- UAnimSequenceBase
- UAnimCompositeBase
- UAnimComposite
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/Animation/AnimComposite.h |
| Include | #include "Animation/AnimComposite.h" |
Syntax
class UAnimComposite : public UAnimCompositeBase
Remarks
Animation Composites serve as a way to combine multiple animations together and treat them as a single unit.
Variables
| Type | Name | Description | |
|---|---|---|---|
| FAnimTrack | AnimationTrack | Serializable data that stores section/anim pairing | |
| TObjectPtr< UAnimSequence > | PreviewBasePose | Preview Base pose for additive BlendSpace |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UAnimComposite
(
const FObjectInitializer& ObjectInitializer |
Overridden from UAnimCompositeBase
| Type | Name | Description | |
|---|---|---|---|
| bool | ContainRecursive
(
TArray< UAnimCompositeBase* >& CurrentAccumulatedList |
This is recursive function that look thorough internal assets and clear the reference if recursive is found. | |
| void | This is to prevent anybody adding recursive asset to anim composite as a result of anim composite being a part of anim sequence base | ||
| void | SetCompositeLength
(
float InLength |
||
| void |
Overridden from UAnimSequenceBase
| Type | Name | Description | |
|---|---|---|---|
| void | EnableRootMotionSettingFromMontage
(
bool bInEnableRootMotion, |
To support anim sequence base to montage | |
| FTransform | ExtractRootMotion
(
float StartTime, |
Extract Root Motion transform from the animation. | |
| FTransform | ExtractRootMotionFromRange
(
float StartTrackPosition, |
Extract Root Motion transform from a contiguous position range (no looping) | |
| FTransform | ExtractRootTrackTransform
(
float Time, |
Extract the transform from the root track for the given animation position. | |
| EAdditiveAnimationType | Default implementation, no additive | ||
| UAnimSequence * | Ideally this would be animsequcnebase, but we might have some issue with that. For now, just allow AnimSequence | ||
| void | GetAnimationPose
(
FAnimationPoseData& OutAnimationPoseData, |
||
| void | GetAnimNotifiesFromDeltaPositions
(
const float& PreviousPosition, |
Retrieves AnimNotifies between two time positions. | |
| FFrameRate | Return rate at which the animation is sampled | ||
| void | HandleAssetPlayerTickedInternal
(
FAnimAssetTickContext& Context, |
||
| bool | |||
| bool | Return true if anim notify is available |
Overridden from UAnimationAsset
| Type | Name | Description | |
|---|---|---|---|
| bool | GetAllAnimationSequencesReferred
(
TArray< UAnimationAsset* >& AnimationSequences, |
Retrieve all animations that are used by this asset | |
| bool | Return true if this is valid additive animation false otherwise | ||
| void | ReplaceReferredAnimations
(
const TMap< UAnimationAsset*, UAnimationAsset* >& ReplacementMap |
Replace this assets references to other animations based on ReplacementMap |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | GetResourceSizeEx
(
FResourceSizeEx& CumulativeResourceSize |
Get the size of the object/resource for use in memory tools or to display to artists/LDs in the Editor This is the extended version which separates up the used memory into different memory regions (the actual definition of which may be platform specific). | |
| void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally | |
| void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. |